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    by Published on January 7th, 2009 20:05

    this file includes dosbox 0.72
    (Pickle's port) compiled with a FM synth running on the 940 core, as well as the sources for this (and an example configuration)

    it is alpha, works only for OPL2 synthesis at the moment. It doesn't do miracles but gives a little bit more speed, I think. OPL3 support is included now, but too slow at the moment (the second core cannot keep up).

    to test simply copy over executable ("dosbox") and put the soundcore file ("code940.bin") in the dosbox directory.

    A source three with all the files different from Pickle's port is included. The src/hardware/940 directory contains the fm engine and compiles seperately.

    6/1/2009: bug preventing dual OPL2 fixed, OPL3 code added

    http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,72,2721 ...
    by Published on January 7th, 2009 20:03

    Wplaat has updated his game for the Nintendo Wii, heres the details

    RedSquare is an classic 2D action game. Click and hold the red square. Now, move it so that you neither touch the walls nor get hit by any of the blue blocks. If you make it to 31 seconds, you are doing brilliantly!

    06/01/2009 Version 0.72
    - update urls on intro screens to www.plaatsoft.nl (My new domain).
    - Bugfix: google analysic requests are now working again.
    - Bugfix: Score cheating with 1 and 2 button is now not posible anymore.
    - Build game with libogc 1.7.1 and devkitPPC r16 compiler.

    Download and Give Feedback Via Comments ...
    by Published on January 7th, 2009 19:57

    Updated release from Justwoody

    MahJongg Wii is a Mahjongg solitaire tiles game written specifically for the Wii, developed with devkitPro tools and using the GRRLib for rendering, sndlib for music and sound, and wiiuse for wiimote.

    How to play
    The goal is to clear the board by removing all the tiles. Tiles must remove in pairs. A pair consists of two tiles which both are a) "free" and b) identical (or of the same type).

    A tile is "free" when:

    No other tile is lying above or is partially covering it
    No other tile is lying to the left or to the right of it (it can "slide" in one or both these directions)
    Two tiles are identical if they look exactly the same. The exception to this are the Flowers and Seasons tiles. They are non-identical numbered matching tiles and belong to the same type. All the Flowers tiles match one another and all the Season tiles match one another.

    There are four of each tile in the game except for the Flowers and Seasons tiles which appear only once.

    It's not as easy as it sounds; you can end up with having matched the "wrong" pairs and you may find yourself stuck, with unmatchable tiles blocking other key tiles so you can't clear the layout. You must be careful before removing a pair, you should look for where the remaining pair is in the layout and plan ahead. If all four of an identical tile are free, remove them to 'unclutter' the field. It's not only a game of pure luck, you have to play strategically.

    v0.7 06/01/09
    Download - Mahjongg Wii v0.7

    Changed to automatically select the language based on the Wii menu language settings (Nintendo only support Japanese, English, German, French, Spanish, Italian, Dutch) but as Mahjongg Wii supports more languages, I have kept the language selection screen, but moved it to be accessible via the game options screen
    Added three new tile layouts - fortress, crab and spider
    Changed placement algorithm to handle complexity of new tile layouts
    Added a layout selection screen which can be accessed by selecting change layout from options menu
    Changed all the backgrounds from png to jpeg and at same time doubled their resolution so they now look much cleaner
    Added hint functionality to the game (not hover hint) so that if it the icon is pressed a hint selection is highlighted in flashing yellow and 30 seconds are added to the time as a penalty
    Added Wiimote rumble when a tile pair is successfully selected
    Added an option to turn the rumble feature on or off
    Added the saving and loading of configuration data to SD card (mahjongg.cfg on root of SD)
    Added SDHC support
    Added Danish language support
    Wrote language selection paging - now with 9 languages per page with the plus and minus buttons (or on screen equivalents) used to move between them
    Added button B usage as an alternative back button whilst in the menus
    Added callback functions so that power and reset on the Wii now work and power button on the wiimote now turns the Wii off
    Fixed several bugs

    Download and Give Feedback Via Comments ...
    by Published on January 7th, 2009 19:51

    Duhow has released an unnoficial version of the media Player for the Nintendo Wii:

    MPlayer r27458 with Spanish language by Duhow.

    Added help, more commands, changed buttons (Similar to GeeXboX) and translated in Spanish.

    Download and Give Feedback Via Comments ...
    by Published on January 7th, 2009 18:46

    Dhewg has released a new build of the SCUMMVM interpreter for the Nintendo Wii and Gamecube, heres whats new:

    After some months of absence, here's finally an update:

    For those interested in building the Gamecube/Wii port, i finally wrote down build instructions. Sorry for the massive delay!

    A fresh build is available too: SVN revision 35709.

    Changes:
    * Compiled with devkitPPC r16 and its updated libogc and libfat, boosting the overall SD performance
    * Renamed the Wii's internal sd slot device back to "fat:", so it loads properly with the homebrew channel (The initial change got introduced by the new libfat version)
    * SDHC support (Wii internal SD only)
    * Readded SD Gecko support for Wii
    * USB mass storage support
    * The root directory now yields a list of mounted devices, you can now use any combination of internal SD/SD gecko/USB at the same time
    * Tweaked the video mode a little, hopefully this will eliminate the black borders
    * Dropped MPEG2 video support, please use DXA instead (available on the download page)
    * Proper Component/480p detection for Gamecube (contributed by Hkz)
    * Fixed a libogc bug, Drascula and 7th Guest don't hang anymore
    * Updated Tremor and FLAC, .ogg audio files should work fine now
    * Enabled new game engines: Groovie and Tucker

    Some of these changes were already present on the builds provided by Bossk, thank you for giving the Wii users their daily fix!

    To avoid problems by these changes, please remove any old "scummvm.ini" files on your SD card ("/apps/scummvm/scummvm.ini" as well as "/scummvm.ini" [if present])

    Enjoy,
    dhewg

    Download and Give Feedback Via Comments
    thanks to tehskeen for the news ...
    by Published on January 7th, 2009 18:46

    Dhewg has released a new build of the SCUMMVM interpreter for the Nintendo Wii and Gamecube, heres whats new:

    After some months of absence, here's finally an update:

    For those interested in building the Gamecube/Wii port, i finally wrote down build instructions. Sorry for the massive delay!

    A fresh build is available too: SVN revision 35709.

    Changes:
    * Compiled with devkitPPC r16 and its updated libogc and libfat, boosting the overall SD performance
    * Renamed the Wii's internal sd slot device back to "fat:", so it loads properly with the homebrew channel (The initial change got introduced by the new libfat version)
    * SDHC support (Wii internal SD only)
    * Readded SD Gecko support for Wii
    * USB mass storage support
    * The root directory now yields a list of mounted devices, you can now use any combination of internal SD/SD gecko/USB at the same time
    * Tweaked the video mode a little, hopefully this will eliminate the black borders
    * Dropped MPEG2 video support, please use DXA instead (available on the download page)
    * Proper Component/480p detection for Gamecube (contributed by Hkz)
    * Fixed a libogc bug, Drascula and 7th Guest don't hang anymore
    * Updated Tremor and FLAC, .ogg audio files should work fine now
    * Enabled new game engines: Groovie and Tucker

    Some of these changes were already present on the builds provided by Bossk, thank you for giving the Wii users their daily fix!

    To avoid problems by these changes, please remove any old "scummvm.ini" files on your SD card ("/apps/scummvm/scummvm.ini" as well as "/scummvm.ini" [if present])

    Enjoy,
    dhewg

    Download and Give Feedback Via Comments
    thanks to tehskeen for the news ...
    by Published on January 7th, 2009 18:29

    The power of anti piracy organizations is constantly growing and latest news from Great Britain sounds somehow scary: The Home Office has quietly adopted a new plan to allow police across Britain routinely to hack into people’s personal computers without a warrant.

    The move, which follows a decision by the European Union’s council of ministers in Brussels, has angered civil liberties groups and opposition MPs. They described it as a sinister extension of the surveillance state which drives “a coach and horses” through privacy laws. The hacking is known as “remote searching”. It allows police or MI5 officers who may be hundreds of miles away to examine covertly the hard drive of someone’s PC at his home, office or hotel room. Material gathered in this way includes the content of all e-mails, web-browsing habits and instant messaging.

    Under the Brussels edict, police across the EU have been given the green light to expand the implementation of a rarely used power involving warrantless intrusive surveillance of private property. The strategy will allow French, German and other EU forces to ask British officers to hack into someone’s UK computer and pass over any material gleaned.

    A remote search can be granted if a senior officer says he “believes” that it is “proportionate” and necessary to prevent or detect serious crime — defined as any offence attracting a jail sentence of more than three years. The authorities could break into a suspect’s home or office and insert a “key-logging” device into an individual’s computer. This would collect and, if necessary, transmit details of all the suspect’s keystrokes. The Home Office said it was working with other EU states to develop details of the proposals.

    http://www.lucidlan.com/article.php?id=1605 ...
    by Published on January 7th, 2009 18:29

    The power of anti piracy organizations is constantly growing and latest news from Great Britain sounds somehow scary: The Home Office has quietly adopted a new plan to allow police across Britain routinely to hack into people’s personal computers without a warrant.

    The move, which follows a decision by the European Union’s council of ministers in Brussels, has angered civil liberties groups and opposition MPs. They described it as a sinister extension of the surveillance state which drives “a coach and horses” through privacy laws. The hacking is known as “remote searching”. It allows police or MI5 officers who may be hundreds of miles away to examine covertly the hard drive of someone’s PC at his home, office or hotel room. Material gathered in this way includes the content of all e-mails, web-browsing habits and instant messaging.

    Under the Brussels edict, police across the EU have been given the green light to expand the implementation of a rarely used power involving warrantless intrusive surveillance of private property. The strategy will allow French, German and other EU forces to ask British officers to hack into someone’s UK computer and pass over any material gleaned.

    A remote search can be granted if a senior officer says he “believes” that it is “proportionate” and necessary to prevent or detect serious crime — defined as any offence attracting a jail sentence of more than three years. The authorities could break into a suspect’s home or office and insert a “key-logging” device into an individual’s computer. This would collect and, if necessary, transmit details of all the suspect’s keystrokes. The Home Office said it was working with other EU states to develop details of the proposals.

    http://www.lucidlan.com/article.php?id=1605 ...
    by Published on January 7th, 2009 18:26

    Nintendo revealed a while back that the New Play Control version of Mario Power Tennis would be receiving a fresh control update. Just a week before the Japanese release, the company has gotten specific, with an official website detailing the controls.

    For those who don't read the Nihongo, here's the lowdown on how you perform all the shots. Mostly, your motions with the Wiimote mimic what you'd do with a real racket.

    Serve
    Swing the Wiimote from down to up to toss the ball up, then swing to serve.

    Top Spin
    Swing from lower right to upper left for forehand. Reverse for a backhand.

    Slice Spin
    Swing from upper right to lower left for forehand. Reverse for backhand.

    Flat Shot
    Swing from right to left for a forehand. Reverse for a backhand.

    Lob
    Swing the Wiimote from down to up.

    Drop
    Swing the Wiimote from up to down.

    Smash
    When presented with a smash opportunity, a star will appear on the court. Move your character over the star, then swing up to down to perform a smash.

    Outside of these standard tennis moves, each character has access to individual special shots. These are performed through button combinations.

    As previously announced, there's a big difference between Mario Power Tennis and the Wii Spots tennis game. In Mario Power Tennis, you can use the Nunchuck to manually move your player around. This is just optional, though, and those who simply want to swing can opt for auto movement.

    Those who are hoping for standard button controls may or may not be out of luck. We're actually not sure if the moment if the game will support play through the Classic Controller. The official site only states that the game cannot be played with GameCube controllers.

    We've added new screenshots of the Wii version of Mario Power Tennis to our media gallery. In addition to the screens, we'd suggest heading to the official site and attempting to navigate the Japanese for small video clips showing the individual special shots.

    http://uk.wii.ign.com/articles/942/942198p1.html ...
    by Published on January 7th, 2009 18:25

    The Japanese market for videogames shrunk by about 15 percent in 2008, largely due to an absence of new console launches in recent years. That's according to a recent report by Famitsu publisher and data tracker Enterbrain, as translated by Agence France-Presse this week.

    Taken together, sales of videogames and consoles in Japan dropped to 582.6 billion yen ($6.26 billion) in 2008, down from 661.89 billion yen ($7.2 billion) the previous year. Following worldwide trends, Nintendo was the leader in Japan last year, selling 4.03 million DS handhelds and 2.91 million Wii consoles over the 12-month period. Sony fared second-best in Japan, moving 3.54 million PlayStation Portables and 991,000 PS3s.

    Microsoft is still struggling to sell Xbox 360 consoles in Japan, although its sales there are higher than they've ever been. The 360 sold just 318,000 consoles to Japanese gamers in 2008, despite exclusive agreements with blockbuster Japanese developers Square-Enix and others.

    Although the PSP-3000 and DSi both launched in Japan in 2008, it wasn't enough to push software sales higher than 2007 levels. Game sales were down 7.9 percent compared to the previous year.

    http://uk.wii.ign.com/articles/942/942186p1.html ...
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